2 .float rl_detonate_later;
4 void W_Rocket_Explode (void)
7 stopsound(self, CHAN_PAIN);
8 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
9 org2 = findbetterlocation (self.origin, 16);
11 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
13 //effect (org2, "models/sprites/rockexpl.spr", 0, 12, 35);
14 self.event_damage = SUB_Null;
15 RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_damage"), cvar("g_balance_rocketlauncher_edgedamage"), cvar("g_balance_rocketlauncher_radius"), world, cvar("g_balance_rocketlauncher_force"), self.projectiledeathtype, other);
17 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
19 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
21 self.owner.cnt = WEP_ROCKET_LAUNCHER;
22 ATTACK_FINISHED(self.owner) = time;
23 self.owner.switchweapon = w_getbestweapon(self.owner);
25 if(g_laserguided_missile)
26 ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire");
31 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
33 entity head, selected;
35 float dist, maxdist,// bestdist,
44 makevectors(e.angles);
46 head = find(world, classname, "laser_target");
50 dir = normalize(head.origin - self.origin);
51 dot = dir * v_forward;
52 dist = vlen(head.origin - self.origin);
56 // gain points for being in front
57 points = points + ((dot+1)*0.5) * 500
58 * (1 + crandom()*dot_variance);
59 // gain points for being close away
60 points = points + (1 - dist/maxdist) * 1000
61 * (1 + crandom()*dot_variance);
63 traceline(e.origin, head.origin, TRUE, self);
64 if(trace_fraction < 1)
69 if(points > bestpoints)//random() > 0.5)//
75 head = find(head, classname, "laser_target");
78 //bprint(selected.owner.netname);
83 void W_Rocket_RemoteExplode()
85 if(self.owner.deadflag == DEAD_NO)
87 if((self.spawnshieldtime >= 0)
88 ? (time >= self.spawnshieldtime) // timer
89 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device
93 self.projectiledeathtype |= HITTYPE_BOUNCE;
102 void W_Rocket_Think (void)
105 vector desireddir, olddir, newdir;
106 float turnrate, velspeed;
107 self.nextthink = time;
111 self.projectiledeathtype |= HITTYPE_BOUNCE;
116 if(g_laserguided_missile)
119 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
120 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") - (self.velocity * v_forward);
122 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
127 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
128 velspeed = cvar("g_balance_rocketlauncher_speed") - (self.velocity * v_forward);
130 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * frametime, velspeed);
133 // laser guided, or remote detonation
134 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
136 if(g_laserguided_missile)
138 if(self.rl_detonate_later)
139 W_Rocket_RemoteExplode();
141 if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
143 if(self.owner.laser_on)
145 if(self.attack_finished_single < time)
147 self.attack_finished_single = time + 0.2 + random()*0.3;
148 self.enemy = FindLaserTarget(self, 0.7, 0.7);
152 self.enemy = self.owner.weaponentity.lasertarget;
154 else self.enemy = world;
156 else // don't allow stealing: always target my owner's laser (if it exists)
157 self.enemy = self.owner.weaponentity.lasertarget;
159 if(self.enemy != world)
161 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
162 velspeed = vlen(self.velocity);
163 e = self.enemy;//self.owner.weaponentity.lasertarget;
164 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65; // how fast to turn
165 desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target
166 olddir = normalize(self.velocity); // get my current direction
167 newdir = normalize((olddir + desireddir * turnrate) * 0.5); // take the average of the 2 directions; not the best method but simple & easy
168 self.velocity = newdir * velspeed; // make me fly in the new direction at my flight speed
169 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
171 ATTACK_FINISHED(self.owner) = time + 0.2;
176 if(self.rl_detonate_later)
177 W_Rocket_RemoteExplode();
181 if(self.csqcprojectile_clientanimate == 0)
182 UpdateCSQCProjectile(self);
185 void W_Rocket_Touch (void)
187 if(self.owner && self.owner.lastrocket == self)
188 self.owner.lastrocket = world;
189 PROJECTILE_TOUCH_NOSOUND;
193 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
195 self.health = self.health - damage;
196 self.angles = vectoangles(self.velocity);
197 if (self.health <= 0)
198 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
201 void W_Rocket_Attack (void)
203 local entity missile;
204 local entity flash, flash2;
206 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
207 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
209 W_SetupShot (self, '25 3 -4', FALSE, 5, "weapons/rocket_fire.wav");
210 //W_SetupShot (self, '25 8 -8', FALSE, 5, "weapons/rocket_fire.wav"); // TODO: move model to the right a little
211 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
214 missile.owner = self;
215 self.lastrocket = missile;
216 if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
217 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
219 missile.spawnshieldtime = -1;
220 missile.classname = "rocket";
221 missile.bot_dodge = TRUE;
222 missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
224 missile.takedamage = DAMAGE_YES;
225 missile.damageforcescale = 4;
226 missile.health = cvar("g_balance_rocketlauncher_health");
227 missile.event_damage = W_Rocket_Damage;
229 missile.movetype = MOVETYPE_FLY;
230 missile.solid = SOLID_BBOX;
231 missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
232 setmodel (missile, "models/rocket.md3"); // precision set below
233 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
235 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
236 if(g_laserguided_missile && self.laser_on)
237 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speedstart");
239 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart");
240 W_SetupProjectileVelocity(missile);
241 missile.angles = vectoangles (missile.velocity);
243 missile.touch = W_Rocket_Touch;
244 missile.think = W_Rocket_Think;
245 missile.nextthink = time;
246 missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
247 missile.effects = EF_LOWPRECISION;
248 //sound (missile, CHAN_PAIN, "weapons/rocket_fly.wav", VOL_BASE, ATTN_NORM);
249 missile.flags = FL_PROJECTILE;
251 CSQCProjectile(missile);
252 if(cvar("g_balance_rocketlauncher_speedaccel") == 0 && cvar("g_laserguided_missiles") == 0)
253 missile.csqcprojectile_clientanimate = 1;
255 missile.csqcprojectile_clientanimate = 0; // we won't client animate if the missiles may behave weird
257 missile.csqcprojectile_flysound = 2;
259 // muzzle flash for 1st person view
262 flash.angles_z = 180;
264 flash.viewmodelforclient = self;
265 flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
266 setorigin (flash, '35 8 0');
267 setmodel (flash, "models/flash.md3"); // precision set below
268 setattachment(flash, self.weaponentity, "bone01");
269 SUB_SetFade (flash, time, 0.4);
271 // muzzle flash for 3rd person view
274 flash2.angles_y = 180;
275 flash2.angles_z = 90;
276 setorigin (flash2, '42 0 5');
277 setmodel (flash2, "models/flash.md3"); // precision set below
278 setattachment(flash2, self.exteriorweaponentity, "");
279 SUB_SetFade (flash2, time, 0.4);
282 flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
285 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
287 float w_rlauncher(float req)
293 // aim and decide to fire if appropriate
294 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
295 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
297 // decide whether to detonate rockets
298 local entity missile, targetlist, targ;
299 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
300 local float selfdamage, teamdamage, enemydamage;
301 edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
302 coredamage = cvar("g_balance_rocketlauncher_damage");
303 edgeradius = cvar("g_balance_rocketlauncher_radius");
304 recipricoledgeradius = 1 / edgeradius;
308 targetlist = findchainfloat(bot_attack, TRUE);
309 missile = find(world, classname, "rocket");
312 if (missile.owner != self)
314 missile = find(missile, classname, "rocket");
320 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
321 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
322 // count potential damage according to type of target
324 selfdamage = selfdamage + d;
325 else if (targ.team == self.team && teamplay)
326 teamdamage = teamdamage + d;
327 else if (bot_shouldattack(targ))
328 enemydamage = enemydamage + d;
331 missile = find(missile, classname, "rocket");
333 local float desirabledamage;
334 desirabledamage = enemydamage;
335 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
336 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
337 if (self.team && teamplay == 2)
338 desirabledamage = desirabledamage - teamdamage;
340 missile = find(world, classname, "rocket");
343 if (missile.owner != self)
345 missile = find(missile, classname, "rocket");
348 makevectors(missile.v_angle);
350 if (skill > 9) // normal players only do this for the target they are tracking
356 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
357 && desirabledamage > 0.1*coredamage
358 )self.BUTTON_ATCK2 = TRUE;
362 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
363 //As the distance gets larger, a correct detonation gets near imposible
364 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
365 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
366 if(self.enemy.classname == "player")
367 if(desirabledamage >= 0.1*coredamage)
368 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
369 self.BUTTON_ATCK2 = TRUE;
370 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
373 missile = find(missile, classname, "rocket");
375 // if we would be doing at X percent of the core damage, detonate it
376 // but don't fire a new shot at the same time!
377 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
378 self.BUTTON_ATCK2 = TRUE;
379 if ((skill > 6.5) && (selfdamage > self.health))
380 self.BUTTON_ATCK2 = FALSE;
381 //if(self.BUTTON_ATCK2 == TRUE)
382 // dprint(ftos(desirabledamage),"\n");
383 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
386 else if (req == WR_THINK)
388 if(g_laserguided_missile)
390 if (self.BUTTON_ATCK && self.rl_release)
393 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
395 if(!rock.rl_detonate_later)
397 rock.rl_detonate_later = TRUE;
402 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
405 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
408 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
413 if (!self.BUTTON_ATCK)
415 if (self.BUTTON_ATCK2)
416 if(self.exteriorweaponentity.attack_finished_single < time)
418 self.exteriorweaponentity.attack_finished_single = time + 0.4;
419 self.laser_on = !self.laser_on;
420 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
421 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
426 if (self.BUTTON_ATCK)
427 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
430 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
432 if (self.BUTTON_ATCK2)
435 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
437 if(!rock.rl_detonate_later)
439 rock.rl_detonate_later = TRUE;
444 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
448 else if (req == WR_PRECACHE)
450 precache_model ("models/flash.md3");
451 precache_model ("models/rocket.md3");
452 precache_model ("models/weapons/g_rl.md3");
453 precache_model ("models/weapons/v_rl.md3");
454 precache_model ("models/weapons/w_rl.zym");
455 precache_sound ("weapons/rocket_det.wav");
456 precache_sound ("weapons/rocket_fire.wav");
457 precache_sound ("weapons/rocket_fly.wav");
458 precache_sound ("weapons/rocket_impact.wav");
459 if (g_laserguided_missile)
461 precache_model ("models/laser_dot.mdl"); // rocket launcher
462 precache_sound ("weapons/rocket_mode.wav");
465 else if (req == WR_SETUP)
467 weapon_setup(WEP_ROCKET_LAUNCHER);
470 else if (req == WR_CHECKAMMO1)
472 // don't switch while guiding a missile
473 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
474 && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
477 else if (req == WR_CHECKAMMO2)
479 else if (req == WR_SUICIDEMESSAGE)
480 w_deathtypestring = "exploded";
481 else if (req == WR_KILLMESSAGE)
483 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
484 w_deathtypestring = "got too close to #'s rocket";
485 else if(w_deathtype & HITTYPE_SPLASH)
486 w_deathtypestring = "almost dodged #'s rocket";
488 w_deathtypestring = "ate #'s rocket";